View Full Version : Hiding Player/Sounds
Flesher
10-09-2010, 04:29 PM
Hey,
i created a Menu but the player and the spawn sounds are still there.Is there a way to hide the player and the Spawn sounds?
I know the UTFrontEnd trick but i dont think thats the best way....and it dont works for me.:confused:
Pennywise
10-09-2010, 05:52 PM
I've spent the last few days trying to figure this out as well. I've even thought about taking the Pawn route of removing spawn sounds and effects to achieve this.
What's the UTFrontEnd trick, by the way?
Flesher
10-09-2010, 06:35 PM
The trick is if the name of the .udk file is UTFrontEnd/UDKFrontEnd then you can make a level without the playeractor.(if i understand it right)
Name your UDK file like "UTFrontEnd_1.udk" or "UDKFrontEnd_0.udk" and test it.
http://www.youtube.com/watch?v=zMR4uobMeXY&feature=related
Here is a video Tutorial for a menu,the guy explain in the end of this video how the trick works.
Could you test it and say me how it works for ya?
And doesent know anybody another way? Or is this the only way?
Pennywise
10-10-2010, 06:43 PM
I think I might have figured it out a bit. Apparently the UTGame code that starts at line 249 (static event class<GameInfo> SetGameType...) allows overriding of the default gametype. It checks for the map names you mentioned in an if() and returns the class UTEntryGame.
I then had a quick look at UTEntryGame. It seems to me that UTEntryGame allows the map to be 'played' without players. So rather than hiding the player model and sounds, it just doesn't spawn the player at all.
From the above I make out that one would need to do the following to get their main menu level to function like the UT/UDKFrontEnd levels do: Have the SetGameType event in your GameInfo class and have it check for whatever your front end map is called, and if true then override gametype and change it to UTEntryGame(or whatever gametype suits your particular needs).
Mind you, I'm no programmer and might have gotten it all wrong. I've only messed around in UDK/UScript for 2 weeks now :)
EDIT: Now that this seems to be more of a programming matter, maybe we should move the thread into the programming section of the forums.
linkobinko
11-21-2010, 08:22 AM
The trick is if the name of the .udk file is UTFrontEnd/UDKFrontEnd then you can make a level without the playeractor.(if i understand it right)
Name your UDK file like "UTFrontEnd_1.udk" or "UDKFrontEnd_0.udk" and test it.
http://www.youtube.com/watch?v=zMR4uobMeXY&feature=related
Here is a video Tutorial for a menu,the guy explain in the end of this video how the trick works.
Could you test it and say me how it works for ya?
And doesent know anybody another way? Or is this the only way?
tried this and still had the same problem. everything worked along with it, but still the sounds were there =/
any more news/progress on this?
Oglok_29
11-21-2010, 02:19 PM
Hello.
I had the same problem and posted it here :
http://forums.epicgames.com/showthread.php?t=740369
Here is the solution I found :
I managed to solve this problem by looking at the Dungeon Defence game source.
To achieve this result I only needed to modify 2 lines the DefaultGame.ini file in the config :
[Engine.GameInfo]
PlayerControllerClassName=UTGame.UTPlayerControlle r to Engine.PlayerController
DefaultGameType="UTGame.UTDeathmatch" to "MyGame.MyGameInfo"
I also extended the Engine class GameInfo for my own MyGameInfo.
Here is the content of MyGameInfo :
class MyGameInfo extends GameInfo;
I hope it will help you.
Regards.
linkobinko
11-22-2010, 12:44 AM
thanks Oglok_29! this and that thread you linked helped me out.
much appreciated
cjw92
12-07-2011, 08:38 AM
hello guys. I have tried the above methods that Oglok_29 have suggested. But it doesn't seems to work at all. I am using July 2011 UDK version. So wondering what is wrong with my coding...
J0X3R
01-28-2013, 02:35 PM
There is a lot of options. The first one is go to editor and then View->World Properties-> Game Info and set it to GameInfo or whatevs which doesnt have utpawn. If you have to use UTGAME or another type which basically use UTPAWN do this.
It tooks just two easy steps. Just go to UTPawn and commenting out the line with spawn sound like this:
(line 5539) //SpawnSound=SoundCue'A_Gameplay.A_Gameplay_PlayerSp awn01Cue'
The second one is to comment out the lines in UTLinkgun or just set UTPawn spawn inventory to do not own weapon. The one with commenting out is like this:
(line 1254 )//PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Picku p_Weapons_Link_Cue'
(line 1223 )//WeaponEquipSnd=SoundCue'A_Weapon_Link.Cue.A_Weapon _Link_RaiseCue'
Nice day
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